Dungeon Hazards

The hazards described here are but a few examples of the environmental dangers found underground and in other dark places. Dungeon hazards are functionally similar to traps, which are described at the end of this chapter.

Detecting a Hazard
No ability check is required to spot a hazard unless it is hidden. A hazard that resembles something benign, such as a patch of slime or mold, can be correctly identified with a successful Intelligence (Nature) check. Use the guidelines in chapter 8 to set an appropriate DC for any check made to spot or recognize a hazard.

Hazard Severity
To determine a hazard's deadliness relative to the characters, think of the hazard as a trap and compare the damage it deals with the party's level using the Damage Severity by Level table later in the chapter (the table also appears in chapter 8).

Hazards:

(from "Dungeon Hazards'" in chapters of the Dungeon Master's Guide.)